Portal (And other games) Code leaked!
You cannot:
[list:32fgadz5]- Claim that it is illegal to talk about this and start a flame war. This will give you a warning.
- Share files, cpps, headers, or anything code related that can be recompiled. Saying that the flash bang code from CS:S is in Portal is ok, but nothing like "here is the weapon_portalgun.cpp file" is allowed. You can not even give out code snippets. Any file sharing will reward you with the link being removed and a 24-hour ban.
- Give names out of people who have the source but have no rights it it. (Some people actually have rights to the source code of every engine.)
- Upload any pictures of game or desktop screenshots of these builds/code to the site via attachments.[/list:u:32fgadz5]
You are free too:
[list:32fgadz5]- Talk openly about the incident.
- Post stuff that [u:32fgadz5]other people[/u:32fgadz5] did with it. You must include a source link from where you got it from.
- Hammer stuff. Be careful about this. You can post things that will work in the Source SDK (Like the use of MaterialExcludeCount), but nothing in code, or how it works.[/list:u:32fgadz5]
These rules may change overtime. The goal of this official thread is to allow free conversation, but protect the site and our users. Facepunch is allowing people to post their screenshots and what not. So I don't see the harm done in sharing some screens you may come across. As time goes down, restrictions may lower, and more content may be higher.
Thanks, keep it clean.
~ MyApertureInnovations Staff.
So, has VALVe commented on this yet?
". I still wonder why she left the team, but she doesn't seem all that phased.
Kizzycocoa wrote:
Good! Completely agree with all, except only others work. But, then again, I'm not coding anything, so I guess any updates from me are more like, updated from our old modding team, that of me.
I put that there so if Valve is tracking down on who has it, no one here will be in danger of trouble.
Kizzycocoa wrote:
I still wonder why she left the team, but she doesn't seem all that phased.
I read multiple sources, and I think it is because during Valve's Playground Zoo of 2008, Kim was experimenting with slowmo and Portals and she thinks that the slowmo and portals can work. The other members of Valve disagreed. There is still slowmo vscripts, hud textures, and old kb_act entry of having "r" being to toggle slowmo in Portal 2. This was most likely during the F-Stop Phase of development of Portal 2. Maybe that is how Quadrum Conundrum started, to show Valve slow motion gameplay works.
Of course she would not care. Portal is said and done with, she does not have any rights to it, and she is happy with her newest game, Quadrum Conundrum. Also, she was a level designer, not a programmer. You are more likely to get a reaction from Jeep or someone else.
I am honestly curious to see what Valve does with F-stop. Maybe it'll be the "gravity gun," so to speak, of hl3.
p0rtalplayer wrote:
I am honestly curious to see what Valve does with F-stop. Maybe it'll be the "gravity gun," so to speak, of hl3.
If you look at the HUD textures left in Portal 2, it appears that it was a game about taking pictures. (F-Stop, get it? Hurrr.)
But it also looks like it was also a mess of features because Valve was trying to see if they could make a Portal game without Portals. Really wish that some 'playground' files were found in this, but I'm sure Valve made a separate build for F-Stop.
Back on topic, Portal MP:
[yt:2awft5cf]http://www.youtube.com/watch?v=WNxA3jVf1TY&feature=player_embedded[/yt:2awft5cf]
Source
Sven wrote:
If it weren't so illegal (and if it didn't already exist in Portal 2) I'd say that this would be a great way to have a forum-wide game day that's actually related to Portal.
Portal MP is way way different. You just connect with a group of your friends and you just mess with portals, air boats, and energy ball spam until the the host's game crashes!
vanSulli wrote:
I think it'd just be easier to use the modified P2 binaries that allow for more than 2 players; its more stable, and looks better.
Still not the same. You are forgetting in P2, you can't spawn HL2 junk, and play ExitE maps with people who were around when that started, and listen to the depression of time and memories it brings up.
reepblue wrote:
vanSulli wrote:
I think it'd just be easier to use the modified P2 binaries that allow for more than 2 players; its more stable, and looks better.>Still not the same. You are forgetting in P2, you can't spawn HL2 junk, and play ExitE maps with people who were around when that started, and listen to the depression of time and memories it brings up.
How about, then, people make a better-coded version of Excite? lol
And by the looks of things it looks like it would be fun. Although I have to say that it would be better if you could override another person's portals like in P2.
Oh wait no, business prospects, so Valve would sell a license to a company that wants to use Source?
vanSulli wrote:
Yeah. Valve gets a lot of people who want to use it, and from my primary/secondary experience their first priority is making their own games on it.
Funny, I thought that was the exact reason Source isn't legally available to the public; People would figure out how Valve did their stuff, and then use what they learned to enhance their own engines.
Cadeη wrote:
Funny, I thought that was the exact reason Source isn't legally available to the public; People would figure out how Valve did their stuff, and then use what they learned to enhance their own engines.
But, to make their mods, people like Reepblue and p0rtalplayer don't need to know the Source code?
1: Making a derivative package that goes in your /sourcemods/ folder and loads another game's content/engine version. This works for all current versions of source including Portal 2. This does NOT require having any source code. Some consider this to be making a glorified map pack as that is basically all it is (albeit with a different entry in your steam library and some slightly different content overwriting rules)
2: Recompiling the engine with new source code, for example to add a weapon, NPC, or other code-based addition. This DOES require having source code, and is closer to a true "mod," although since the term has been established usage varies widely (as in cases such as above). The only publicly, legally available Source source code is for the orange box engine and the alien swarm engine, although I believe in both cases there's only some more high-level parts, and not much of the low-level meat of the engine. To get that, you need to license.
Caden wrote:
People would figure out how Valve did their stuff, and then use what they learned to enhance their own engines.
All of the cool stuff in Source either doesn't work (is in the code but doesn't/can't function for some reason or another (see: multi-monitor support, realtime terrain modification, alternate vis code) or has been there since Quake (that is to say, its free). While the code in this build was the bee's ducking knees back when it was being written, it is the last place you should go to plagarize from now because of how elderly/messy/patched up it is.